SuperAPI AI Directory

nuke-creative

Design & creation

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Updated 10-15 17:24

About this skill

Nuke Creative

The family doctrine pointed at a different failure (map: references/family-map.md — creative picks the direction; nuke-design carries the render-side build craft). Elsewhere cheap generation fails toward bugs; on UI it fails toward the default: the same centered hero, the same gradient, the same three-card grid every model produces when nobody forces divergence. So the protocol forces it — commit to a direction before code, ban the defaults by name, and put a fresh critic with a screenshot between the code and the word "done". Rendered output is the material under judgment; code review alone judges the wrong artifact.

Modes

Tier vocabulary and platform mechanics: references/model-tiers.md.

light (default) full
Shape in-session discipline — no preflight, no run_dir, like nuke-lean preflighted ceremony with concept wave
Direction the session writes the brief + ≥3 directions itself 3 concept agents (session), assigned stances, one artifact each
Judge the session picks, reason named in the brief 1 judge (top) scores against the brief
Implementer the session worker+, loaded with the winning concept
Critic 1 fresh agent (session) fresh critic (top)
Critique cycles cap 2 cap 3
Typical trigger any UI task where look matters "awwwards", "best you can do", flagship pages

plan (full only) → run preflight, print the plan block, STOP. --ask → pause at the plan for confirmation; default is no gate — the plan prints and the run starts (references/preflight.md).

The brief — before any direction

Four lines, written down, never skipped: audience (who judges this), feel (2–3 adjectives the design must earn — "precise, fast, quietly confident"), one reference point (a real site, era, or aesthetic school — not "clean and modern"), constraints (brand tokens, existing design system, a11y level, performance budget). An existing design system or brand guideline caps divergence: the brief then targets the most distinctive design inside those tokens, and directions explore layout, motion, and hierarchy instead of palette and type.

Diverge — ≥3 directions, assigned stances

Before any code, ≥3 genuinely different directions, each committing to: type pairing (display + body, named) · palette (dominant + accent, values) · layout stance (what breaks the expected grid) · one signature element (the thing a viewer remembers). Directions are forced apart by assigned stances — pick 3 that fit the brief, e.g.: editorial (type-led, print rhythm) / brutalist (raw, high-contrast, exposed structure) / retro-futurist (a named era's futurism) / luxury (restraint, space, serif authority) / playful (shape-led, motion-led) / technical (data-dense, monospace, engineered). Two directions that differ only in accent color are one direction.

Pick one, name why in one line, and record the runner-up. The winner is a commitment: every later choice (spacing, motion, empty states) answers to it.

The anti-default gate — countable, checked before ship

The direction must clear every row. A row it cannot clear is a redesign, not a caveat:

  1. Type: neither font is Inter/Roboto/Open Sans/system-ui default (body may stay system only when the brief's constraints mandate it — then display must carry the identity).
  2. Palette: not the blue-purple gradient on dark navy; accent count ≤2; colors picked, not defaulted.
  3. Layout: at least one deliberate break from the centered-hero / three-card-grid template — asymmetry, overlap, diagonal flow, oversized type, unexpected density.
  4. Signature: the one memorable element exists and is nameable in a sentence.
  5. Cliché scan: no glassmorphism-because-default, no emoji-as-feature-icons, no placeholder "Lorem"-grade copy — microcopy is part of the design.
  6. Motion: if present, it has one concept applied consistently — not a pile of unrelated fade-ins; prefers-reduced-motion respected.

The floor — creativity never trades these

Non-negotiable, checked by the critic: WCAG contrast (AA unless the brief says otherwise) · visible focus states · real responsive behavior (mobile is a layout, not a shrink) · semantic HTML under the styling · performance sanity (no multi-MB hero assets, no layout thrash). A stunning direction that fails the floor is a failing direction.

Critique loop — before the word "done"

  1. Render it. Screenshot the result at desktop + mobile widths (browser tooling per the platform — Playwright-class skill, chrome-devtools, or the harness's screenshot tool). No rendering available → the critic reads the code and its verdict is marked critic: static (degraded).
  2. Fresh critic — never the authoring context. It receives the brief, the chosen direction, the anti-default gate, the floor, and the screenshots — not the author's reasoning. Charter, in order: does the render earn the brief's feel adjectives? does it clear every gate row? does it hold the floor? Verdict per item (earned | missed, gate rows pass | fail), each with what to change — concrete ("the hero type is timid: 96px minimum at this layout"), never "polish it".
  3. Fix and re-critique. Cap per the mode table. Cap hit → honest hand-back: what the design earns, what it still misses. Never "looks great" past a failed gate row.

Hand-back carries: the brief, the chosen direction + named reason, gate result, critic verdict per cycle, screenshots' paths.

Full mode — the ceremony

Read references/preflight.md; run its plan-then-apply gate (scope = the surfaces to design, brief inputs, the design-amplifier skill map per references/stack-adapters.md; run_dir = .nuke/<YYYY-MM-DD>-<HHmmss>-creative-<slug>/). Then:

  1. Brief as above, written to brief.md — with the user, not for them: ambiguous feel or audience → ask, up to 3 questions.
  2. Concept wave: 3 concept agents (session tier), each assigned a different stance from the diverge list, each producing a self-contained concept artifact (a static comp: one HTML file or equivalent) plus its direction sheet (type/palette/layout/signature). Concepts are throwaway by design — the deliverable is the direction, proven by a render.
  3. Judge (top): scores each concept against the brief's feel words, the gate, and the floor — evidence from the renders, never eloquence. Picks the winner; may transplant one named element from a loser. Dissent note recorded in brief.md.
  4. Implement the winning direction on the real stack (worker+ implementers; mapped stack skills and design amplifiers are mandatory loads).
  5. Critique loop as above, critic at top, cap 3. Artifacts (brief, direction sheets, screenshots, critic verdicts) live in the run_dir.

As a charter (loaded by other skills)

An implementer role in nuke-code, nuke-exec, or nuke-verify touching UI files loads this skill when the task is visual (new component, page, landing, restyle): it applies the brief (compressed to one line), one direction chosen from two, the anti-default gate, and the floor — no concept wave, and the engaged loop's own validator doubles as the critic, given the gate and the floor as extra charter rows. Pure logic changes inside UI files: the gate does not apply.

Rationalizations

Excuse Reality
"Clean and minimal is a style" Unchosen minimal is the default wearing a compliment. Minimal chosen against a brief names its type, spacing scale, and signature.
"The gradient looks good" It looks familiar — it is the median of the training set. The gate exists precisely because it feels good.
"No time for three directions" Directions are sentences, not comps. Ten minutes of divergence is cheaper than one templated result.
"It passed the linter and renders fine" Rendering is the entry ticket. The material under judgment is the screenshot against the brief.
"Users don't care about fonts" They don't name the font; they feel the sameness. Distinctiveness is the brief's point.

When NOT to apply

  • Internal tools, admin CRUD, and dashboards where the brief is genuinely "fast and conventional" — there the design system IS the direction; consistency beats distinctiveness.
  • A repo with a strict design system and the task is one more component inside it — follow the system; the gate would fight documented intent.
  • Non-visual work in UI files (logic, data wiring) — nuke-code's ordinary loop governs.